OpenRaiser/Intern-Atlas huggingface dataset:
Cellular-Connected UAV: Uplink Association, Power Control and Interference Coordination
Venue: arXiv cs.IT 2019
Year: 2019

The line-of-sight (LoS) air-to-ground channel brings both opportunities and challenges in cellular-connected unmanned aerial vehicle (UAV) communications. On one hand, the LoS channels make more cellular base stations (BSs) visible to a UAV as compared to the ground users, which leads to a higher macro-diversity gain for UAV-BS communications. On the other hand, they also render the UAV to impose/suffer more severe uplink/downlink interference to/from the BSs, thus requiring more sophisticated inter-cell interference coordination (ICIC) techniques with more BSs involved. In this paper, we consider the uplink transmission from a UAV to cellular BSs, under spectrum sharing with the existing ground users. To investigate the optimal ICIC design and air-ground performance trade-off, we maximize the weighted sum-rate of the UAV and existing ground users by jointly optimizing the UAV's uplink cell associations and power allocations over multiple resource blocks. However, this problem is non-convex and difficult to be solved optimally. We first propose a centralized ICIC design to obtain a locally optimal solution based on the successive convex approximation (SCA) method. As the centralized ICIC requires global information of the network and substantial information exchange among an excessively large number of BSs, we further propose a decentralized ICIC scheme of significantly lower complexity and signaling overhead for implementation, by dividing the cellular BSs into small-size clusters and exploiting the LoS macro-diversity for exchanging information between the UAV and cluster-head BSs only. Numerical results show that the proposed centralized and decentralized ICIC schemes both achieve a near-optimal performance, and draw important design insights based on practical system setups.
Accelerated Structure-Aware Reinforcement Learning for Delay-Sensitive Energy Harvesting Wireless Sensors
Venue: arXiv cs.NI 2019
Year: 2019

We investigate an energy-harvesting wireless sensor transmitting latency-sensitive data over a fading channel. The sensor injects captured data packets into its transmission queue and relies on ambient energy harvested from the environment to transmit them. We aim to find the optimal scheduling policy that decides whether or not to transmit the queue's head-of-line packet at each transmission opportunity such that the expected packet queuing delay is minimized given the available harvested energy. No prior knowledge of the stochastic processes that govern the channel, captured data, or harvested energy dynamics are assumed, thereby necessitating the use of online learning to optimize the scheduling policy. We formulate this scheduling problem as a Markov decision process (MDP) and analyze the structural properties of its optimal value function. In particular, we show that it is non-decreasing and has increasing differences in the queue backlog and that it is non-increasing and has increasing differences in the battery state. We exploit this structure to formulate a novel accelerated reinforcement learning (RL) algorithm to solve the scheduling problem online at a much faster learning rate, while limiting the induced computational complexity. Our experiments demonstrate that the proposed algorithm closely approximates the performance of an optimal offline solution that requires a priori knowledge of the channel, captured data, and harvested energy dynamics. Simultaneously, by leveraging the value function's structure, our approach achieves competitive performance relative to a state-of-the-art RL algorithm, at potentially orders of magnitude lower complexity. Finally, considerable performance gains are demonstrated over the well-known and widely used Q-learning algorithm.
An Intersectional Definition of Fairness
Venue: arXiv cs.LG 2019
Year: 2019

We propose definitions of fairness in machine learning and artificial intelligence systems that are informed by the framework of intersectionality, a critical lens arising from the Humanities literature which analyzes how interlocking systems of power and oppression affect individuals along overlapping dimensions including gender, race, sexual orientation, class, and disability. We show that our criteria behave sensibly for any subset of the set of protected attributes, and we prove economic, privacy, and generalization guarantees. We provide a learning algorithm which respects our intersectional fairness criteria. Case studies on census data and the COMPAS criminal recidivism dataset demonstrate the utility of our methods.
Deep Dialog Act Recognition using Multiple Token, Segment, and Context Information Representations
Venue: arXiv cs.CL 2019
Year: 2019

Dialog act (DA) recognition is a task that has been widely explored over the years. Recently, most approaches to the task explored different DNN architectures to combine the representations of the words in a segment and generate a segment representation that provides cues for intention. In this study, we explore means to generate more informative segment representations, not only by exploring different network architectures, but also by considering different token representations, not only at the word level, but also at the character and functional levels. At the word level, in addition to the commonly used uncontextualized embeddings, we explore the use of contextualized representations, which provide information concerning word sense and segment structure. Character-level tokenization is important to capture intention-related morphological aspects that cannot be captured at the word level. Finally, the functional level provides an abstraction from words, which shifts the focus to the structure of the segment. We also explore approaches to enrich the segment representation with context information from the history of the dialog, both in terms of the classifications of the surrounding segments and the turn-taking history. This kind of information has already been proved important for the disambiguation of DAs in previous studies. Nevertheless, we are able to capture additional information by considering a summary of the dialog history and a wider turn-taking context. By combining the best approaches at each step, we achieve results that surpass the previous state-of-the-art on generic DA recognition on both SwDA and MRDA, two of the most widely explored corpora for the task. Furthermore, by considering both past and future context, simulating annotation scenario, our approach achieves a performance similar to that of a human annotator on SwDA and surpasses it on MRDA.
Joint Time-Frequency Scattering
Venue: arXiv cs.SD 2019
Year: 2019

In time series classification and regression, signals are typically mapped into some intermediate representation used for constructing models. Since the underlying task is often insensitive to time shifts, these representations are required to be time-shift invariant. We introduce the joint time-frequency scattering transform, a time-shift invariant representation which characterizes the multiscale energy distribution of a signal in time and frequency. It is computed through wavelet convolutions and modulus non-linearities and may therefore be implemented as a deep convolutional neural network whose filters are not learned but calculated from wavelets. We consider the progression from mel-spectrograms to time scattering and joint time-frequency scattering transforms, illustrating the relationship between increased discriminability and refinements of convolutional network architectures. The suitability of the joint time-frequency scattering transform for time-shift invariant characterization of time series is demonstrated through applications to chirp signals and audio synthesis experiments. The proposed transform also obtains state-of-the-art results on several audio classification tasks, outperforming time scattering transforms and achieving accuracies comparable to those of fully learned networks.
From Monolith to Microservices: A Classification of Refactoring Approaches
Venue: arXiv cs.SE 2019
Year: 2019

While the recently emerged Microservices architectural style is widely discussed in literature, it is difficult to find clear guidance on the process of refactoring legacy applications. The importance of the topic is underpinned by high costs and effort of a refactoring process which has several other implications, e.g. overall processes (DevOps) and team structure. Software architects facing this challenge are in need of selecting an appropriate strategy and refactoring technique. One of the most discussed aspects in this context is finding the right service granularity to fully leverage the advantages of a Microservices architecture. This study first discusses the notion of architectural refactoring and subsequently compares 10 existing refactoring approaches recently proposed in academic literature. The approaches are classified by the underlying decomposition technique and visually presented in the form of a decision guide for quick reference. The review yielded a variety of strategies to break down a monolithic application into independent services. With one exception, most approaches are only applicable under certain conditions. Further concerns are the significant amount of input data some approaches require as well as limited or prototypical tool support.
ToriLLE: Learning Environment for Hand-to-Hand Combat
Venue: arXiv cs.AI 2019
Year: 2019

We present Toribash Learning Environment (ToriLLE), a learning environment for machine learning agents based on the video game Toribash. Toribash is a MuJoCo-like environment of two humanoid character fighting each other hand-to-hand, controlled by changing actuation modes of the joints. Competitive nature of Toribash as well its focused domain provide a platform for evaluating self-play methods, and evaluating machine learning agents against human players. In this paper we describe the environment with ToriLLE's capabilities and limitations, and experimentally show its applicability as a learning environment. The source code of the environment and conducted experiments can be found at https://github.com/Miffyli/ToriLLE.
A Parity Game Tale of Two Counters
Venue: arXiv cs.LO 2019
Year: 2019

Parity games are simple infinite games played on finite graphs with a winning condition that is expressive enough to capture nested least and greatest fixpoints. Through their tight relationship to the modal mu-calculus, they are used in practice for the model-checking and synthesis problems of the mu-calculus and related temporal logics like LTL and CTL. Solving parity games is a compelling complexity theoretic problem, as the problem lies in the intersection of UP and co-UP and is believed to admit a polynomial-time solution, motivating researchers to either find such a solution or to find superpolynomial lower bounds for existing algorithms to improve the understanding of parity games. We present a parameterized parity game called the Two Counters game, which provides an exponential lower bound for a wide range of attractor-based parity game solving algorithms. We are the first to provide an exponential lower bound to priority promotion with the delayed promotion policy, and the first to provide such a lower bound to tangle learning.
Enhanced Machine Learning Techniques for Early HARQ Feedback Prediction in 5G
Venue: arXiv cs.IT 2019
Year: 2019

We investigate Early Hybrid Automatic Repeat reQuest (E-HARQ) feedback schemes enhanced by machine learning techniques as a path towards ultra-reliable and low-latency communication (URLLC). To this end, we propose machine learning methods to predict the outcome of the decoding process ahead of the end of the transmission. We discuss different input features and classification algorithms ranging from traditional methods to newly developed supervised autoencoders. These methods are evaluated based on their prospects of complying with the URLLC requirements of effective block error rates below $10^{-5}$ at small latency overheads. We provide realistic performance estimates in a system model incorporating scheduling effects to demonstrate the feasibility of E-HARQ across different signal-to-noise ratios, subcode lengths, channel conditions and system loads, and show the benefit over regular HARQ and existing E-HARQ schemes without machine learning.
A Survey of the Usages of Deep Learning in Natural Language Processing
Venue: arXiv cs.CL 2019
Year: 2019

Over the last several years, the field of natural language processing has been propelled forward by an explosion in the use of deep learning models. This survey provides a brief introduction to the field and a quick overview of deep learning architectures and methods. It then sifts through the plethora of recent studies and summarizes a large assortment of relevant contributions. Analyzed research areas include several core linguistic processing issues in addition to a number of applications of computational linguistics. A discussion of the current state of the art is then provided along with recommendations for future research in the field.
A Distributed ADMM Approach to Non-Myopic Path Planning for Multi-Target Tracking
Venue: arXiv cs.RO 2019
Year: 2019

This paper investigates non-myopic path planning of mobile sensors for multi-target tracking. Such problem has posed a high computational complexity issue and/or the necessity of high-level decision making. Existing works tackle these issues by heuristically assigning targets to each sensing agent and solving the split problem for each agent. However, such heuristic methods reduce the target estimation performance in the absence of considering the changes of target state estimation along time. In this work, we detour the task-assignment problem by reformulating the general non-myopic planning problem to a distributed optimization problem with respect to targets. By combining alternating direction method of multipliers (ADMM) and local trajectory optimization method, we solve the problem and induce consensus (i.e., high-level decisions) automatically among the targets. In addition, we propose a modified receding-horizon control (RHC) scheme and edge-cutting method for efficient real-time operation. The proposed algorithm is validated through simulations in various scenarios.
Utility-Optimized Local Differential Privacy Mechanisms for Distribution Estimation
Venue: arXiv cs.DB 2019
Year: 2019

LDP (Local Differential Privacy) has been widely studied to estimate statistics of personal data (e.g., distribution underlying the data) while protecting users' privacy. Although LDP does not require a trusted third party, it regards all personal data equally sensitive, which causes excessive obfuscation hence the loss of utility. In this paper, we introduce the notion of ULDP (Utility-optimized LDP), which provides a privacy guarantee equivalent to LDP only for sensitive data. We first consider the setting where all users use the same obfuscation mechanism, and propose two mechanisms providing ULDP: utility-optimized randomized response and utility-optimized RAPPOR. We then consider the setting where the distinction between sensitive and non-sensitive data can be different from user to user. For this setting, we propose a personalized ULDP mechanism with semantic tags to estimate the distribution of personal data with high utility while keeping secret what is sensitive for each user. We show theoretically and experimentally that our mechanisms provide much higher utility than the existing LDP mechanisms when there are a lot of non-sensitive data. We also show that when most of the data are non-sensitive, our mechanisms even provide almost the same utility as non-private mechanisms in the low privacy regime.
Embracing ambivalence in studying technology acceptance: A qualitative study on automated visual software for live music performance
Venue: arXiv cs.HC 2019
Year: 2019

Although the live music entertainment sector does not directly fuel the current debate on automation, it might harbor positions that resonate with it. In this paper we study a prototype software application helping DJs and VJs to accurately manage and even automate the synchronization of visuals with music during amateur or professional live performance. The goal of the study was to unravel VJs' and DJs' ambivalent positions about this software. We preliminarily investigated VJs' and DJs' perception of their sector of activity with seven face-to-face interviews and an online survey (N = 102); then, we asked DJs and VJs (N = 25) for their opinions about our prototype software application. Four core controversies were identified in their answers, along with a set of arguments mobilized to take side on them. The advantages of focusing on ambivalence and argumentation when studying users' response to new media are discussed.
Count-Based Exploration with the Successor Representation
Venue: arXiv cs.LG 2019
Year: 2019

In this paper we introduce a simple approach for exploration in reinforcement learning (RL) that allows us to develop theoretically justified algorithms in the tabular case but that is also extendable to settings where function approximation is required. Our approach is based on the successor representation (SR), which was originally introduced as a representation defining state generalization by the similarity of successor states. Here we show that the norm of the SR, while it is being learned, can be used as a reward bonus to incentivize exploration. In order to better understand this transient behavior of the norm of the SR we introduce the substochastic successor representation (SSR) and we show that it implicitly counts the number of times each state (or feature) has been observed. We use this result to introduce an algorithm that performs as well as some theoretically sample-efficient approaches. Finally, we extend these ideas to a deep RL algorithm and show that it achieves state-of-the-art performance in Atari 2600 games when in a low sample-complexity regime.
An Empirical Study on Quality of Android Applications written in Kotlin language
Venue: arXiv cs.SE 2019
Year: 2019

Context: During the last years, developers of mobile applications have the possibility to use new paradigms and tools for developing mobile applications. For instance, since 2017 Android developers have the official support to write Android applications using Kotlin language. Kotlin is programming language fully interoperable with Java that combines object-oriented and functional features. Objective: The goal of this paper is twofold. First, it aims to study the degree of adoption of Kotlin language on development of open-source Android applications and to measure the amount of Kotlin code inside Android applications. Secondly, it aims to measure the quality of Android applications that are written using Kotlin and to compare it with the quality of Android applications written using Java. Method: We first defined a method to detect Kotlin applications from a dataset of open-source Android applications. Then, we analyzed those applications to detect instances of code smells and computed an estimation of quality of the applications. Finally, we studied how the introduction of Kotlin code impacts on the quality of an Android application. Results: Our experiment found that 11.26% of applications from a dataset with 2,167 open-source applications have been written (partially or fully) using Kotlin language. We found that the introduction of Kotlin code increases the quality (in terms of presence of code smells) of the majority of the Android applications initially written in Java.
Learning Dexterous In-Hand Manipulation
Venue: arXiv cs.LG 2019
Year: 2019

We use reinforcement learning (RL) to learn dexterous in-hand manipulation policies which can perform vision-based object reorientation on a physical Shadow Dexterous Hand. The training is performed in a simulated environment in which we randomize many of the physical properties of the system like friction coefficients and an object's appearance. Our policies transfer to the physical robot despite being trained entirely in simulation. Our method does not rely on any human demonstrations, but many behaviors found in human manipulation emerge naturally, including finger gaiting, multi-finger coordination, and the controlled use of gravity. Our results were obtained using the same distributed RL system that was used to train OpenAI Five. We also include a video of our results: https://youtu.be/jwSbzNHGflM
Exploration of Finite 2D Square Grid by a Metamorphic Robotic System
Venue: arXiv cs.DC 2019
Year: 2019

We consider exploration of finite 2D square grid by a metamorphic robotic system consisting of anonymous oblivious modules. The number of possible shapes of a metamorphic robotic system grows as the number of modules increases. The shape of the system serves as its memory and shows its functionality. We consider the effect of global compass on the minimum number of modules necessary to explore a finite 2D square grid. We show that if the modules agree on the directions (north, south, east, and west), three modules are necessary and sufficient for exploration from an arbitrary initial configuration, otherwise five modules are necessary and sufficient for restricted initial configurations.
Global Convergence to the Equilibrium of GANs using Variational Inequalities
Venue: arXiv cs.LG 2019
Year: 2019

In optimization, the negative gradient of a function denotes the direction of steepest descent. Furthermore, traveling in any direction orthogonal to the gradient maintains the value of the function. In this work, we show that these orthogonal directions that are ignored by gradient descent can be critical in equilibrium problems. Equilibrium problems have drawn heightened attention in machine learning due to the emergence of the Generative Adversarial Network (GAN). We use the framework of Variational Inequalities to analyze popular training algorithms for a fundamental GAN variant: the Wasserstein Linear-Quadratic GAN. We show that the steepest descent direction causes divergence from the equilibrium, and convergence to the equilibrium is achieved through following a particular orthogonal direction. We call this successful technique Crossing-the-Curl, named for its mathematical derivation as well as its intuition: identify the game's axis of rotation and move "across" space in the direction towards smaller "curling".